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Can some blender wizard help me?

I want to imitate this art shading in blender.

The issue is that the light and shadow boundaries doesnt seem to follow the definition if this was a 3D mesh.
They seem to imitate similar boundaries if the mesh were under a subsurf modifier and used a toon shader.
But at the same time the light shadow boundarie seems to follow very closelly if there are creases, similar in that area to a bevel operator more than a smooth subsurf surface. This is more obvious on the joint ares and the fingers and the groin area in some anime art, specially if there's something like a shirt of jeans.

The specular is closer to a metalic in PBR shaders or a phong model very shiny specular, It usually follow simpler shapes than the shadow, and sometimes is even the shape of circles or something that looks like the shape of a RIM light but beyond the area of a normal rim light.

There's also the reflected light of the ambient light, but this seems to follow something like a curvature map and a vector towards the left area of the camera view point.

There's also the RIM light, which follow fresnel logic, but in a simplified fashion.

Colors don't seem to follow really a realistic logic but more a color ramp type of logic.
>>
>>1001374
Blender can’t handle light and lacks tools for controlling light. This is exactly why Blender is not used in anime shows and have it be more 3D view than 2D.
>>
>>1001384
Blender current beta adds light and shadow linking.

Only issue right now is a bug with it where you cant disable or enable both the light and shadow groups of a mesh at the same time.
>>
>>1001388
maybe check the dilongoo branch. it may have something for that
other than that in 3DCG when the shadows ont have the exact shape they want, they draw them in post-production



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